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Tag: class (Page 7 of 7)

Alternatives to Spell Lists

Talysman over at The Nine and Thirty Kingdoms wrote about Clerics without Spells almost a year ago. As is his talent, he can produce a simple mechanic that sounds intriguing and fun to play. It's fascinating the almost complete lack of bookkeeping required. Roll 2d6 + (2 * (Cleric Level - HD effect)) >= 9.

Read the post to get the details of the categories as well as the follow-up post with some clarifying details. Really good stuff.

Being a 2e fan, I began to mull how this could work with the idea of Priests of Specific Mythoi. For example, some Clerics do not turn undead, but incite battle rage (God of War). Some Clerics get a Druid-like shape-changing ability.

Under my proposed system, a cleric would choose any six categories. The original categories are: Command, Defense, Disease, Dispelling, Healing, Warning. My additional categories are:

  • Resistance:  Cleric is granted an automatic saving throw against certain types of attacks, energy or a specific class of spells for a number of turns equal to the Cleric's level. Resistance to Posion is a 2 Hit Dice Effect. Resistance to Fire, Cold, Lightning, Acid, and Sonic energy is a 3 Hit Dice effect. Resistance to Psionics is a 4 Hit Dice effect. Resistance to a class of Magic is a 5 Hit Dice effect.
  • Shapechange: Cleric can change into any non-magical, non-planar creature up to the Cleric's level divided by 2 in Hit Dice. For example, at 1st level, a Cleric could change into a fox on a successful roll while a 14th level Cleric could change into any type of bear on a successful roll.
  • Passage: Cleric can travel at normal rate regardless of terrain or physical condition. Examples include, underbrush, forest, sand, ice, snow, wind and more. Forest, hills, deserts, snow and rocky/broken areas are a 2 Hit Dice effect. Wind, mountains, jungles, swamps are a 3 Hit Dice effect. Ice is a 4 Hit Dice effect.
  • Communication: On a successful roll, the Cleric can communicate with any creature or plant. This can only be attempted on an individual creature or plane once. If the attempt fails, it will never succeed, regardless of level advancement and/or number of attempts. The effect lasts for a number of hours equal to the Cleric's level.
  • Favor: The Cleric can grant bonuses to saving throws, Armor Class or attacks to an individual. The Hit Dice effect is twice the bonus. For example, a +1 to Saves is a 2 Hit Dice effect. A +3 is a 6 Hit Dice effect. The effect lasts for a number of rounds equal to the Cleric's level.

The rationale for Resistance to certain categories of spells deals with a bias against mages in my campaign world. The reason for the psionics separation is again a campaign world thing. Psionics are the only form of magic available to those that want to use magic. Mages are like d20 sorcerers in that they were born with the ability.

For a couple of the categories, I had to make a table and I'm looking for a way around that. The other option, of course, is to rework the entire system to use the basic mechanic in ACKS. Hmmm.

For weapon choices, I would allow a few weapons that do d4 and two weapons that do d6. A missile weapon can never do more that d4 damage.

It also occurs to me that I could do the same thing with mages using spell types as categories. But if that happens, it will be another post.

Quick Notes

I have a post in the queue about an alternate origin of dragons. This article is in the same vein (though not the same manner) as the dwarves of Dwimmermount. It should show up on Monday. Today, however, there is a hodpodge of ideas that I wanted to share instead of creating yet more draft posts.

Azamar Review

Over 250 people have read my review of Azamar over the past few days. I hope that it was helpful. Sales seem to be going well, it is #12 on the Hottest Items list at RPGNow.com. My two part review can be found at these links:

Azamar Part the First
Azamar Part the Second

Arcanist Rules

I've written about a skill-based mage called the Arcanist for Andras a number of times. Before jotting down a few notes, here is an index:

First Draft of the Arcanist (I don't like this version)
Discussion of Spell Points
Yet More Thoughts on Spell Points
A Brief Mention about the Spell List
The First Stats Appear for the Arcanist

I've shifted a bit from the OpenQuest Magnitude chart to using the Open D6 chart. I've also changed the spell point system. The main reason for doing this was the ability to create spells by effect. I still generate some spells from TFT, OpenQuest, 2e Psionics, etc. The difference is that now there are spells from OpenD6 as well. Basing spell creation on a simplied OpenD6 spell building system allows the Arcanist to have similar spell school options as regular Mages. In other words, you can have a specialist Arcanist.

Another reason for changing to something like the OpenD6 spell system is that I can provide bonuses/penalties for all kinds of situations that would pertain only to a skill-based mage. For example:

Increasing Casting Time to 9:                 +2
Increasing Casting Time by a round:   +5
Eschewing Material Components:         -2
Eschewing Verbal Components:            -2
Eschewing Somatic Components:         -2
Casting a Spell with students:                +1 per student max +10

Again, the Arcanist cannot change the intensity, range or area of the effect without researching a new spell. However, that research will be significantly reduced from the cost of researching the original spell.

With the group casting bonus, if would be fair to surmise that there are some spells that can only be cast by a group of Arcanists. The +1 per student bonus is only for spell that were originally created to be cast by a sole Arcanist. Group Spells that will be given in a later PDF have the benefit of a community already factored in.

New Dice

I went to an educational store and picked up some unusual dice. One is a d6 that has negative numbers. The others are all fractional. There is a red d8 that features 1/8 through 1,  a white d10 with 1/10 through 1 and two white d6's that have different fractions. One d6 has 1/6 through 1. The other d6 has 1/2, 1/3, 1/4, 1/6, 1/8 and 1/12. Lots of fun to be had besides adding and subtracting fractions practice.

ConstantCon

I've asked Google+ developers for a page that anyone could post upcoming hangouts on. I could post something here, but I'm thinking of something that is editable by the community and doesn't rely on me to find all the ConstantCon Hangouts and Games that are going on. Here's to hoping.

Also on the ConstantCon front, I hope to have a game scheduled to start in November for a Spelljammer game. I am a parent of two young ones, so it will be a weekend schedule.

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